Enhancement Proc Changes
Any particular reason you're considering this rather than just setting the floor at whatever the fixed proc chance is now?
And will the minimum proc chance for purples be higher, considering that the proc chance on them now is considerably higher than the proc chance on any non-purple procs? |
That's actually the goal of that formula. The minimum proc chance for purples would be higher using a formula like that, because they have higher PPM values.
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I still think the best thing to do would simply be to set the minimum chance to proc at whatever the fixed chance is now. I see no reason to nerf the way procs work in fast recharge powers when it's worked fine for 5 years.
Something else I just thought of too. Is this only going to affect enhancement procs, or will this affect things like the global proc chances from the interface slot? Will those also switch to a PPM mechanic?
I'm currently considering having a minimum chance to proc of 10-15%, so this particular example might not be as dramatically affected as you mention here.
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But I guess thats a valid point.
There wouldn't be much reason for the PPM system if we did that.
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Would you be willing to give any examples of powers that you think abuse the fixed proc chance? Because personally it really doesn't seem to be that big of an issue. Certainly not enough of one to require a change that's got people this riled up.
Hi All,
I wanted to reach out to you all to let you know that we're aware of your concerns regarding procs per minute versus IO static proc chances. In some situations the procs per minutes on store bought enhancements (SBEs) are superior to those in IOs. I've read through your feedback and understand your concerns. We have a course of action we'd like to take for Issue 24. The changes we're going with are: 1) All IO procs will have their flat percentage chance to trigger updated to use Procs Per Minute. 2) Proc chance will cap at 90%. This means that there is always a small chance for the proc to not trigger even if slotted into a power that would previously guarantee a proc. 3) Procs Per Minute will use modified recharge instead of base recharge. The reason for this is that the whole idea of Procs Per Minute goes right out the window when we keep the base recharge even though that value can be dramatically altered. 4) To compensate for this, the Procs Per Minute on all enhancements will be increased. The goals of this change would be to create a strong level of parity between IOs and Store Bought Enhancements (in fact they'll be identical proc wise) and reduce the impact that the initial implementation of the PPM mechanic had on gameplay. Your feedback is very important to us so I wanted to see how the community feels about these potential changes. I think it's important to stress that the overall impact to gameplay this will have on existing PPM enhancements will be small. That said players will notice a small performance hit at very high levels of recharge. The balancing point for the increased procs per minute rates will be based upon a reasonable level of recharge. That amount will likely change through beta testing. You'll all have a chance to play test this on the beta servers in the not so distant future. Best Regards, Phil "Synapse" Zeleski |
*What I don't like here (not that it will matter to anyone with any authority) is that the places where IO procs are stronger than SBEs (Like hecatomb in brawl, kinetic combat in kick or faster charging powers)get nerfed to SBE strength but worse than that since sbe strengths are getting nerfed too
-Basing PPM off modified recharged rather than base after we purchassed these procs is a real classy move. Many slotting decisions I made are no longer worthwhile and therefore neither are those purchases which were made after being researched and were made when I had faith in this dev team
The only upside here is that synapse at least had the decency to open up a red name thread to discuss the change, but since there will be no points return/credit on procs that will not work the way we purchased them for it only helps users avoid further disatisfaction.
Dollars to donuts this won't appear ingame in any official capacity or on the market
Just a thought here, since this PPM change seems like it'll happen irrigardless of all the problems it represents.
If there ismt a floor with a minimum chance to proc, than it is possible for high recharge builds to end up in even dps without procs instead of adding a proc?
If that is possible, than having procs would seem to be a way to build for builds less reliant on recharge. As someone upthread stated, this could inadvertanly affect certain builds that do end up better with higher recharge, like db / regen whereas regen is really benefitting from more recharge, but db w/ procs may end up with less damage.
That just doesn't make sense.
If a floor is added, than it better well take into account the rarity of the proc (purple vs. orange for example), the strength of the proc, etc...
Would be good to know how the PPM would end up working in toggles and aoes. Also what about procs that could end up in auto powers or click powers like the Performance Shifter proc particularly if there's a maximum cap in place.
Which I believe to be just wrong either way. But if it does happen, then the reverse of the minimum chance to fire should go into effect. If not, fast recharging powers can still end up worse because if they're used more often, then they'll encounter that chance to not occur more often as well.
I've read some good points in this thread and I wanted to let you know I am continuing to read all of your comments. I do want to stress that in most cases this change will increase proc chances. I'll give you guys some concrete numbers once I have them, but my internal examples I am using look pretty good.
Before we continue let me explain the math. There seems to be some confusion regarding how Procs Per Minute work. Here's the formula that is currently in game:
If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor)
This basically adds your Recharge Time and the power's Cast Time and Divides them by the 60 times the size of the power's area of effect (if any) and then multiplies it by the power's procs per minute. In short: powers with long recharge times and cast times proc more than powers with low recharge times and cast times. Additionally, powers with large area factors have a reduced chance to proc as well.
If power is not a click: (PPM * Activate Period) / (60 * Area Factor)
This applies to powers like damage toggles and the like.
The proposed change would do the following:
1) Increase the PPM value by 50-75% (So a 4 PPM proc would become 6 or 7 PPM) NOTE: The exact amount is still being figured out.
2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you.
3) Procs will have a maximum chance to trigger. I'm leaning toward 90%. Someone mentioned a minimum chance to proc. I really like this idea and I am thinking about this value being 10%, but I'll have to test this internally to find out if this breaks anything.
4) All non-PPM enhancements with a chance to trigger less than 100% will use PPMs. (Note: Enhancements like Numina's Convalesence: Regen/Recovery will not be affected by this change as they have 100% chance to trigger).
Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):
CURRENT PPMs
Assassin Strike
Base Recharge: 15 seconds
Cast Time: 1 second
Area Factor: 1
Stalker's Guile: +Rech/Chance to Hide
PPM: 4
Proc Chance: 106.7%
PROPOSED PPMs
Assassin Strike
Base Recharge: 15
Cast Time: 1 second
Area Factor
Stalker's Guile: +Rech/Chance to Hide
PPM: 6
0% Global Recharge/Power Recharge
Proc Chance: 90%
0% Global Recharge/95% Power Recharge
Proc Chance: 86.9%
100% Global Recharge/95% Power Recharge
Proc Chance: 60.8%
200% Global Recharge/95% Power Recharge
Proc Chance: 48%
300% Global Recharge/95% Power Recharge
Proc Chance: 40.3%
Superior Stalker's Guile: +Rech/Chance to Hide
0% Global Recharge/Power Recharge
Proc Chance: 90%
0% Global Recharge/95% Power Recharge
Proc Chance: 90%
100% Global Recharge/95% Power Recharge
Proc Chance: 76.1%
200% Global Recharge/95% Power Recharge
Proc Chance: 60%
300% Global Recharge/95% Power Recharge
Proc Chance: 50.4%
PPM: The above values are assuming we apply a 50% bonus to existing PPMs.
You can use the formula I listed above to figure out how this will impact you. If you're confused how all of this works I am happy to answer questions. My goal here is to enlighten you all on the complex world of procs. Also, I am currently considering having a minimum chance to proc that scales with the enhancements Procs Per Minute if that is possible with the code. We'll have to see.
Regards,
Synapse
How will the change to PPM affect the Theft of Essence proc?
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
I don't really agree with that. It would still be beneficial to powers with long recharge times without being harmful to those with short recharge times.
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That's the reason why we're not using the base % chances nor are PPM procs going to have a 100% chance to trigger.
Synapse
I'm worried that this change will be a major nerf to some popular slottings: Proctrops (Caltrops slotted with a large number of procs -- how is the PPM rate calculated for a long-duration damage patch?), Force Feedback +recharge in Footstomp or Energy Blast, the pet buildup proc in Assault Bot, and the Achilles' Heel proc in AoE defense debuffs.
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Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
Please try my custom mission arcs!
Legacy of a Rogue (ID 459586, Entry for Dr. Aeon's Third Challenge)
Death for Dollars! (ID 1050)
Dr. Duplicate's Dastardly Dare (ID 1218)
Win the Past, Own the Future (ID 1429)
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
The RW cost gives you the Attuned quality; higher proc performance was not intended.
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-There is no attunement quality to procs, none, zip, nadda the performance, and reliability is or WAS the only reason to buy them
-Can someone with strong search skills back up any and all cases where the staff informed us that 100% chance proccing was possible in the PPM system?
The RW cost gives you the Attuned quality; higher proc performance was not intended.
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Or at the very minimum a free unslotting token to get the now-undesirable item out?
Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide
Dark Regeneration. Is that one of the powers that is considered to be abusing the fixed proc chance?
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This power has a recharge of 30 a 1.17second cast time and an Area Factor of 4.
IO version has a 20% chance to proc.
SBE version has 3 PPMs and thus has a 39% chance to proc.
PROPOSED CHANGES
Theft of Essence: Chance for Endurance
PPM: 4.5
0% Global Recharge/Power Recharge
Proc Chance: 58.4% per target
0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target
100% Global Recharge/95% Power Recharge
Proc Chance: 21.3% per target
200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target
300% Global Recharge/95% Power Recharge
Proc Chance: 13.6% per target
Okay, now onto the example. Let's use Assassin's Strike slotted with Stalker's Guile: +Rech/Chance to Hide (Standard):
CURRENT PPMs Assassin Strike Base Recharge: 15 seconds Cast Time: 1 second Area Factor: 1 Stalker's Guile: +Rech/Chance to Hide PPM: 4 Proc Chance: 106.7% PROPOSED PPMs Assassin Strike Base Recharge: 15 Cast Time: 1 second Area Factor Stalker's Guile: +Rech/Chance to Hide PPM: 6 0% Global Recharge/Power Recharge Proc Chance: 90% 0% Global Recharge/95% Power Recharge Proc Chance: 86.9% 100% Global Recharge/95% Power Recharge Proc Chance: 60.8% 200% Global Recharge/95% Power Recharge Proc Chance: 48% 300% Global Recharge/95% Power Recharge Proc Chance: 40.3% PPM: The above values are assuming we apply a 50% bonus to existing PPMs. Regards, Synapse |
Don't I know you???
2) Change the Base Recharge in the formula to your actual power's recharge. This is the part where I think a lot of you are scared. I'll show you an example of how this will actually play out in game later in this post so you can decide how much this will actually impact you.
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Effects with a 100% chance to occur baked into the power are not considered procs by the devs for the purposes of this discussion. This only covers proc-like effects with less than 100% chance to occur, or procs with variable chance to occur using the PPM mechanism.
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I dislike the 90% cap, because it seems like it's unneeded and random isn't always fun. I am utterly unable to comprehend why people object to making proc rate reflect recharge modifiers; it seems like this is such an obviously-needed game balance fix that I honestly didn't even realize it needed discussion. I just assumed it was a bug that it wasn't that way in the first place.
If power is a click: (PPM * (Base Recharge Time + Time To Activate)) / (60 * Area Factor)
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It may seem strange to you that I find that strange, but let me explain why. In CoH, powers that affect multiple targets don't dynamically degrade with number of targets. So if your power deals 100 damage and can hit 5 targets, and you hit all 5, you always do 100 base damage to all 5 targets.
Most AoEs have some fixed assumption about average number of targets they will affect baked into their damage, recharge and endurance cost values, and if you happen to hit more than that average, using the power then is an efficiency win.
Things like today's damage procs used in such situations provide a per-target increase in damage efficiency to AoEs they're slotted in. If you hit 5 targets, a proc with an X% chance to go off (whether X is fixed or based on the power) on each target.
Making procs less likely to activate based on larger powers reduces this efficiency. I'm sure you intend it to, or you wouldn't have added it, but I'm trying to understand what thought process leads you to think that's important to do when our base powers don't act that way. If I have Aim, Soul Drain, Rage Fiery Embrace or even a DoT Interface Slot power, my AoEs all increase their damage on a per-target basis. What is the goal in singling out IO procs as a +damage mechanism that's not allowed to work this way?
I understand that there can be good reasons to limit the way that self-buffing procs scale with large numbers of targets. The Defender and Brute ATE procs come to mind as things you might want to average one activation per AoE. But it seems very alien to CoH's other mechanics to limit procs that affect opponents in this way.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
These proposed changes make me happy that I tend to use relatively few procs in my builds.
Under the "flat chance to proc" system, I can easily predict how adding a proc to a power will affect me. It is straightforward and the calculations are relatively easy to make. I can make decisions about the tradeoffs of adding a proc versus adding a different enhancement or forgoing a slot in that power.
With the PPM system everything is much more opaque. The math is much more complex, especially with AoEs, and it's much more difficult to evaluate the costs and benefits of adding a proc. I really have no idea, in a very general sense, how often PPM procs will go off in AoEs. This is even more true when I start to think about high recharge builds, where too much recharge (but I don't know how much) can result in lower damage output if I rely on procs.
Honestly, it just makes it tempting to avoid procs altogether.